This week, our primary goal is to integrate multiple prototypes into a cohesive experience in preparation for a showcase on Friday and ahead of GDC week.

Playtesting Overall Feedback:
On Friday, we playtested our progress with four players. Overall, players found the movement system engaging, with many preferring the move-in-place method over traditional thumbstick controls.
However, this often led to boundary violations, as players unintentionally walked beyond the designated area. The sneaking mechanic caused confusion, as players did not associate the candle or purple effects with stealth, instead interpreting purple as a danger signal. While most players successfully climbed, many struggled with the breath-holding mechanic, particularly when unlocking doors, due to unclear feedback and the prolonged holding requirement. Additionally, players frequently skipped the introduction and did not immediately grasp how breathing mechanics influenced gameplay, indicating a need for clearer onboarding and reinforcement of mechanics.
Challenges and Adjustments:
Movement & Navigation
Players preferred move-in-place movement over thumbstick controls, finding it more immersive. However, this led to frequent boundary violations as players unintentionally walked beyond the designated area, sometimes colliding with real-world objects. Additionally, the thumbstick movement felt too fast for some players, making precise navigation difficult. To address this, we will refine the headset boundary restrictions to prevent unintended physical movement and fine-tune the thumbstick speed for smoother control.

Sneaking Mechanics
Players struggled to understand how breathing influenced sneaking. The current design used a purple visual effect to indicate stealth, but players associated purple with danger rather than safety, leading them to approach the section incorrectly. Additionally, they did not naturally connect the candle mechanic to sneaking or enemy detection. To improve clarity, we will redesign the stealth mechanic by replacing the purple effect with a darker environment when sneaking, reinforcing the idea of hiding. Additionally, we will refine the candle interaction to better communicate its role in stealth gameplay.
Breathing Interaction
Many players found breath-holding mechanics difficult to control, particularly when unlocking doors. The system required them to hold their breath for an extended period without clear feedback, causing frustration and confusion. Some players did not realize their breath was being detected, leading to repeated failed attempts. To improve this, we will increase breath-holding sensitivity, ensuring that actions register more consistently. We will also enhance visual and audio feedback to make it clearer when breath-based interactions are successfully triggered.
Tutorial & Onboarding
Players often skipped the introduction and struggled to understand how breathing mechanics affected gameplay. Without clear onboarding, they missed key connections between their breath and in-game interactions. Since the monitor is their first introduction to the breathing system, we will leverage it more effectively as a teaching tool. For example, we will display breathing patterns on the screen during key interactions, such as crouching or door unlocking, to guide players in real time. Additionally, we will introduce environmental cues—such as placing a candle in the crouching section—to reinforce breathing mechanics naturally within gameplay.
Future Plan:
We will focus on refining core gameplay elements based on player feedback, including movement adjustments, sneaking mechanics, and breathing interactions. Additionally, we will enhance onboarding through better tutorials and environmental cues. Internal testing will validate these changes before the next playtest.
